Gargantuan Aberration, Lawful Evil
Armor Class 22 Natural
Hit Points 200 (3d20)
Speed
STR
26 (+8)
DEX
8 (-1)
CON
22 (+6)
INT
7 (-2)
WIS
12 (+1)
CHA
3 (-4)
Damage Vulnerabilities Cold
Damage Immunities Necrotic, Poison
Senses Passive Perception 25
Languages none (it do be grunting and stuff)
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

(I'm only putting one spell here because I'm new to making dnd things and I can only think of one that'd make sense and not be too op)
Fear at 3rd level 

Actions

Attack:
Multiattack. The behemoth makes three attacks: one with its claws, one with its tails, and one with its tentacles.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 8) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 8) bludgeoning damage.

Tentacles. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 18).

Bonus Actions

As a legendary creature, the Chimerical Behemoth might have one Legendary Bonus Action, which is an additional bonus action that it can use only once per turn. One possible option for this Legendary Bonus Action could be **Rotting Spores**, in which the Chimerical Behemoth releases a cloud of rotting spores in a 15-foot radius around it. Any creature in the area must make a Constitution saving throw (DC 20) or become poisoned and have their speed reduced by 15 feet until the start of their next turn. This ability can be used once per battle.

Reactions

not really any but if you want to give it one feel free to do so

Legendary Actions

Legendary Actions:

* The behemoth can take 2 Legendary Actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The monster regains spent Legendary Actions at the start of its turn.
* Frightful Presence. Each creature within 120 ft. of the behemoth must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
*Rotted insides. The Chimerical Behemoth lets out a poisonous breath attack that deals 4d6 poison damage to all creatures within a 30-foot radius. Any creature that fails its Constitution saving throw (DC 20) takes half damage from the attack and is poisoned for 1 minute. The poisoned creature can repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A nightmarish amalgamation of different beasts and creatures, its festering flesh and rotting stench are enough to drive even the hardiest of souls to madness. Its multiheaded form is topped by an oversized, fanged maw and a set of piercing eyes, and it carries a scent of decaying flesh and foul ichor that can be detected for miles. What once was a creature of beauty is now a creature turned evil and rotten.
(side note on the status of it being an aberration The Chimerical Behemoth could arguably be considered either an aberration or an undead creature, depending on your perception. On the one hand, it is a creature that has been twisted and corrupted beyond its mortal form, its flesh rotting and its scent decaying. This, in many ways, resembles an undead creature. On the other hand, the Chimerical Behemoth is still very much alive and actively seeks out flesh and blood to consume. This behavior, combined with its primal instincts, its hatred for all life, and its overwhelming hunger, could be seen as typical of the aberration creature type. Ultimately, it would be up to the Dungeon Master to decide the creature type of the Chimerical Behemoth based on the story they wish to tell.)

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undeadabberation

THEJAZZYDINO

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